Weapon recoil/pushback and charged weapons
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Pretty simple questions here;
Is there a way to get weapons to push a ship back when fired?
In the same way modern artillery and tanks do, I guess.My first thought was something to do with the mass, but I dunno.
Also, is there a way to make weapons charge before firing?
That is, you hit fire and then it charges up for however long before letting off the round.Think Spartan Laser from Halo.
Thanks for your time, I look forward to you responses.
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For charged up you can check this out:
http://the-starport.net/freelancer/forum/viewtopic.php?post_id=32128#forumpost32128
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I think you can play with things like impulse on the gun in order to create a recoil effect. I’ve never tried though.
As far as I know, it’s impossible to actually charge a weapon before firing or have it fire on a delay. Why485’s example actually has a separate gun for the “charge” effect – you don’t need to fire it in order to fire the gun itself.
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And none of the recoiling stuff works. What you’re asking isn’t possible currently.
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Ah, I totally forgot about this thread. ><
Thanks for the link to Why’s laser, it looks sweet but isn’t exactly useful for practical applications.
Unless it’s possible to lock weapons together, so all fire when you have one active? With a delay between them, obviously.But I fear that would come down under FF’s reply anyway. xD
Well, it’s a damn shame, but I’ll deal. Thanks for the responses.
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Oooh, awesome.
I’ll give it a go later, thanks. -
FriendlyFire wrote:
And none of the recoiling stuff works. What you’re asking isn’t possible currently.The double barreled kusari auto-blaster (supplied with the vanilla game but not used) has the lod groups and sc_fire anim nodes for recoil…
3 parts, base, gun, and barrels…
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Well I dunno if FF was replying to what I asked, but I’m looking for ship recoil, not gun recoil.
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Bobthemanofsteel wrote:
Well I dunno if FF was replying to what I asked, but I’m looking for ship recoil, not gun recoil.Big gun go bang, ship go backwards?
impulse settings in the gun entry in the weapons ini…
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Do you know what sort of values are required?
I had a bit of a play around with the Justice, but nothing seemed to change anything.
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Off the top of my head, nope, havn’t tried scripting any ship centerline built in mega-gauss cannons…
Seem to see these values a lot
parent_impulse = 20
child_impulse = 80Havn’t noticed the ships wearing these weaps shunting sideways when I open up with all guns…
And some of the capships have almost 30 guns, with some being multi barreled, sooooo…
BUT, I havn’t tried upping the values to high levels
Remember, a cruiser or destroyer, might have a mass in the 3-5k range, so a few guns popping off at 20 impluse isn’t gonna make much difference, I’d suspect values similar to the strafe impulse values from the shiparch, or even higher, since the recoil effect isn’t as long lasting as when you lean on a strafe key.
Oh one more thing, I don’t know if that parent impulse thing is for recoil or just what happens to the ship when the turret explodes. It’s normally found just after the explosion details for the weapon, debris types etc, and always with child impulse, turret go bang, ship back 20 turret wreckage forward 80.
Hmm
One solution, and this sounds like another Adoxa Special, would be to ‘hijack’ the parent impulse value, and use it to fire a burst of ‘engine reverse’ when you fire, with the limitation that the weap must be a forward facing fixed mount… Or, some kind of Auto Multi-Strafe.
Hmm, sudden thought… Two weaps on a hardpoint, the real one that kills the enemy, and a dummy one, explosive warhead, range 1 damage 0, explosion impulse LOTS, invisible proj and explosion fx, the blast from your no-damage goes-off-in-your-face gun would push the ship back, and its gonna be in the opposite direction to where the two weaps are facing.
just remember not to put more than 30 weaps on a ship, if it’s 32? and you fire em all at once, CDT. Stay under 30, leave yourself a safety margin.
Worth trying?
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I would say it’s probably when the weapon explodes, as I tried with both values at 10k with no effect. (On a flea, mind you.)
I’ll experiment with your explosive idea though, thanks.